Using meta-game information as a story-telling tool

Kzach

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Banned
A friend and I were brainstorming some ideas for our homebrew fantasy setting and I mentioned that I was planning a game where all the PC's would come from the same town and share a friendship whilst growing up. I further went on to illustrate how the locals would jokingly refer to them as "The Knights of Tregan" (Tregan's Eye being the township). After also mentioning some of the politics involved and how I wanted to start the group with a strong bond and ties to this community and set them up for a possible clash with the ruler of the township, he came up with this seriously brilliant idea.

That's why I keep him around; occasionally he's useful like that :D

Anyway, I thought I'd share the idea because (for me at least) it breaks away from the traditional ideology that meta-gaming is a bad thing. It is therefore something that I probably never would've thought of, so I'm guessing that many other people who have been taught DM'ing based on the same concepts as I have, might not think in this direction either.

The idea is fairly simple in concept and as long as you can be creative on the spot, shouldn't be too hard to implement. The concept centres around having the antagonist receiving reports on the PC's actions and exploits, and describing that scene to the players, as if everyone involved is in some sort of movie.

A for instance would be something like a person reporting to his superior about the PC's. As a DM I would describe the scene, the NPC's, and their discussions about the PC's as if the PC's were flies on the wall. To start with it might be something like reports of the PC's descriptions, basic skills, or whatever could be gleaned about them based on things they'd already done or their histories. Then you switch to the players using some sort of inspirational set-up, like the NPC saying, "This group is becoming a nuisance. They may have to be dealt with!" and the reporter saying, "Wait until you hear about what they did next..." and you throw to the players.

Every so often you'd halt the action at the table and switch back to the NPC's as they incredulously remark on the player's previous actions, and you could toy with the players doing things like saying, "As luck would have it, we managed to capture two of them at the (name of the inn the PC's just entered before the DM switched to the NPC's). They were not forthcoming on the whereabouts of their friends and unfortunately Grigor was a bit... enthusiastic about his questioning. We have set-up unmarked graves so that nobody will be able to identify the corpses," at which point you then throw back to nervous-looking players :D

Of course, the players find some way to avoid this fate and so you throw back to the NPC's who says, "It seems, however, that eyewitness statements attest and corroborate the liklihood that four, and not just two, of the group managed to escape the inferno of the tavern fire, so we cannot be assured as to the identity of those... unfortunate interrogation deaths."

Now, these are just some examples my friend and I threw about whilst discussing the concept. But I can see this being a LOT of fun for both the DM and players. There's a lot of potential for using meta-game information as a story-telling technique. It could really enhance the sense of being not only IN a story, but of creating the story as it goes along.

Another cool example my friend thought of was to do a lead up to a final confrontation with the antagonist and do something along the lines of, "Our final reports mention that the group was asking around in town about how to get into our..." and then you describe the door bursting open and describe the PC's from the NPC's perspective before asking for initiatives :D
 

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It feels like a variant of the "last night you all dream..." method of narrating information. I don't see any issue with either method but I'd make sure that the cut-scenes have more to them than just reporting off camera events. For example, maybe as a cut scene concludes the Superior tells the subordinate to "send in the smith." As the subordinate walks away, he overhears the smith beaming with pride that the blade is the finest he has ever made. Then the Superior remarks, "so it shall ever be." When next the party next visits their friendly neighborhood smith to upgrade, they find that he is missing his hammer hand and they'll have to travel to a different town to get weapons.
 

Ahhh, cut scenes. I've used them once or twice over the years. In moderation they can be really cool, but used too often they feel kind of lame. Moderation, I believe, is the key.
 

I find cut-scenes work very well in games that follow movie or TV genres that have a solid "formula" - if the players are expected to be able to guess how things are going to play out anyway, then the cut scene does no harm. If, however, you are depending on some things about the antgonists remaining secret (like how much they know, or what powers they have, who they are working with, or what they are trying to actually achieve) then a cut scene isn't so hot.
 

I haven't actually tried this in a tabletop game, though I've used similar mechanisms in pbp to summarize action after a long hiatus. Doing it live would be interesting. Hate to say, now it just makes me think of The Witcher 2 even though the device predates the game.
 

Ahhh, cut scenes. I've used them once or twice over the years. In moderation they can be really cool, but used too often they feel kind of lame. Moderation, I believe, is the key.

I find cut-scenes work very well in games that follow movie or TV genres that have a solid "formula" - if the players are expected to be able to guess how things are going to play out anyway, then the cut scene does no harm. If, however, you are depending on some things about the antgonists remaining secret (like how much they know, or what powers they have, who they are working with, or what they are trying to actually achieve) then a cut scene isn't so hot.

Excellent points.

The next game I run will be a Star Wars Saga Edition game focused on a Rogue Squadron-esque group of Rebels - and I plan on making use of such cutscenes pretty routinely (maybe as much as once a session).

It fits the SW movie formula - thanks for the right word there, Umbran - in that they always cut back and forth between the good guys and the badguys, who make cryptic comments about their plans and the Rebel's efforts, etc.

In this case, though, I'm thinking of handing out the script to the players, and making them read Lord Vader's part, etc. No idea how that'll work out.
 

I find cut-scenes work very well in games that follow movie or TV genres that have a solid "formula" - if the players are expected to be able to guess how things are going to play out anyway, then the cut scene does no harm. If, however, you are depending on some things about the antgonists remaining secret (like how much they know, or what powers they have, who they are working with, or what they are trying to actually achieve) then a cut scene isn't so hot.

I take that even more extreme. The only time I'll use a cut scene is when there is information that emphatically needs* to be known, but "showing it" over the course of the game is likely to cause some problems I'd rather not deal with -- too much game time devoted to it for the payoff, chronological issue, players need the scene without railroading them into a location where it could occur more naturally, etc.

* needs to be known means that the players are going to get a significant enjoyment out of knowing it for some reason, and can't get that some more traditional way.
 

This would kill the immersion for myself or my players. But, I know it's a playstyle thing. If it works for you, I'm glad you found an awesome new tool for your group.

Play what you like :)
 

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